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[
Rules Reference
]
Actions
An action is a triggered ability that contains the
boldface “Action:” precursor. ese abilities can only
be initiated by a player during an action window. For
details on when action windows occur during each
round, see the timing charts in Appendix I.
Some Action abilities have a phase name as a qualier
to the word “Action.” Such abilities are still considered
Action abilities, with the restriction that they can only be
initiated during an action window in the specied phase.
An action must be resolved completely before the next
action can be initiated.
Related: In Play and Out of Play
Active Player
In some phases, the game creates an active player, who
is granted permission to perform a specied task.
x During the marshaling phase, the active player
collects income and is also permitted to marshal
character, location, attachment, and duplicate cards
from his or her hand.
x During the challenges phase, the active player is
permitted to initiate challenges.
Related: Marshaling Phase, Challenges Phase
Against
During a challenge, the attacking player and the
defending player are considered to be taking part in the
challenge “against” each other.
Agenda Cards
Agenda cards are placed alongside a player’s faction
card, and provide specialized abilities and limitations
for his or her deck. A player may use a single agenda
card in conjunction with his or her faction card when
assembling a deck. e agenda card starts the game
next to a players faction card and is revealed along with
the faction card during setup.
x Agenda cards are not considered “in play.” eir text
aects the game state from the out of play area while
they are active beside a player’s faction card.
x Cards with the printed agenda cardtype cannot be
removed from the game by other card abilities.
For agenda card anatomy, see Appendix II
Related: In Play and Out of Play, Deckbuilding
Ambush (X)
Ambush is a keyword ability. A player may, as a player
action during the challenges phase, pay gold equal to
the (X) value of a card with ambush to put that card
into play from his or her hand. A card that enters play
using ambush is not considered to have been marshaled.
x If a card has multiple instances of ambush, each with
a dierent (X) value, the player controlling the card
may choose which instance of ambush is used to put
the card into play.
Related: Keywords, Put into Play
Attachment Cards
Attachment cards represent weapons, armor, items,
skills, conditions, and titles. ese cards enter play
standing and attached to another card or game element,
and remain in play unless removed by an ability, or
unless the attached card leaves play. An attachment
cannot enter play if there is no eligible card or game
element to which it can attach.
x An attachment can only attach to a character, unless
otherwise specied by the attachment's text.
x ere is no limit on the number of attachments that
may be attached to a card or game element.
x If a card to which an attachment is attached leaves
play, return the attachment to its owner’s hand.
is occurs simultaneously with the attached card
leaving play.
x If a situation arises in which an attachment is not
legally attached, discard the attachment.
x An attachment a player controls remains under his
or her control even if the card or game element to
which it is attached is under an opponents control.
x An attachment card stands and kneels independently
of the card to which it is attached.
For attachment card anatomy, see Appendix II
Related: Ownership and Control
Attacker, Attacking Character,
Attacking Player
e term “attacking character” refers to a character that
is participating in a challenge on the side of the player
who initiated the challenge. e term “attacker” is also
used as shorthand for “attacking character.
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